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feat(fight): 添加旧组队协议支持并优化战斗系统 - 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、 GroupUseItem、GroupChangePet和GroupEscape方法 - 新增组队战斗相关的入站信息结构体定义 - 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量 - 重构宠物技能设置逻辑,调整金币消耗时机 - 优化战斗循环逻辑,添加对无行动槽位的处理 - 改进AI行动逻辑,增加多位置目标选择
690 lines
18 KiB
Go
690 lines
18 KiB
Go
package fight
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/cool"
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"blazing/modules/player/model"
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"context"
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"runtime/debug"
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"sort"
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"sync/atomic"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/player"
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"fmt"
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"time"
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"github.com/alpacahq/alpacadecimal"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/jinzhu/copier"
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)
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func consumeLimitedPetEffects(pet *model.PetInfo) {
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if pet == nil || len(pet.EffectInfo) == 0 {
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return
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}
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next := pet.EffectInfo[:0]
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for _, eff := range pet.EffectInfo {
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if eff.Status == 2 {
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if eff.LeftCount > 0 {
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eff.LeftCount--
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}
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if eff.LeftCount == 0 {
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continue
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}
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}
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next = append(next, eff)
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}
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pet.EffectInfo = next
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}
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func (f *FightC) battleLoop() {
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defer func() {
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if err := recover(); err != nil { // 恢复 panic,err 为 panic 错误值
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// 1. 打印错误信息
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var ctx = context.Background()
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cool.Logger.Error(ctx, f.ownerID, err)
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f.Broadcast(func(ff *input.Input) {
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if p, ok := ff.Player.(*player.Player); ok {
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head := common.NewTomeeHeader(1001, p.Info.UserID)
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head.Result = uint32(errorcode.ErrorCodes.ErrSystemBusyTryLater)
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p.SendPack(head.Pack(nil))
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p.Service.Info.Save(*p.Info)
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}
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})
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}
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}()
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//fmt.Println("战斗开始精灵", f.Our[0].Player.GetInfo().PetList[0].CatchTime)
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//fmt.Println("开始收集玩家动作", waitr)
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for !f.closefight {
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f.Round++
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if !f.sideHasActionableSlots(SideOur) {
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if player := f.primaryOppPlayer(); player != nil {
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f.WinnerId = player.GetInfo().UserID
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}
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f.Reason = model.BattleOverReason.DefaultEnd
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f.FightOverInfo.WinnerId = f.WinnerId
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f.FightOverInfo.Reason = f.Reason
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f.closefight = true
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break
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}
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if !f.sideHasActionableSlots(SideOpp) {
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if player := f.primaryOurPlayer(); player != nil {
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f.WinnerId = player.GetInfo().UserID
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}
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f.Reason = model.BattleOverReason.DefaultEnd
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f.FightOverInfo.WinnerId = f.WinnerId
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f.FightOverInfo.Reason = f.Reason
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f.closefight = true
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break
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}
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expectedSlots := f.expectedActionSlots()
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actions := f.collectPlayerActions(expectedSlots)
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if f.closefight {
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break
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}
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f.resolveRound(actions)
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}
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f.Broadcast(func(ff *input.Input) {
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//todo 将血量和技能pp传回enterturn
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ff.Exec(func(tt input.Effect) bool {
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tt.OnBattleEnd()
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tt.Alive(false) //将所有属性变化失效掉
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return true
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})
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for i := 0; i < len(ff.AllPet); i++ {
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consumeLimitedPetEffects(&ff.AllPet[i].Info)
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for j := 0; j < len(ff.Player.GetInfo().PetList); j++ {
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if ff.Player.GetInfo().PetList[j].CatchTime != ff.AllPet[i].Info.CatchTime {
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continue
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}
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ff.Player.GetInfo().PetList[j].EffectInfo = ff.AllPet[i].Info.EffectInfo
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if f.Info.Mode == info.BattleMode.PET_MELEE {
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continue
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}
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if ff.UserID == f.WinnerId {
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currentPet := ff.CurrentPet()
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if currentPet != nil && currentPet.Info.CatchTime == ff.Player.GetInfo().PetList[j].CatchTime {
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f.Winpet = &ff.Player.GetInfo().PetList[j]
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}
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}
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ff.Player.GetInfo().PetList[j].Hp = utils.Min(ff.Player.GetInfo().PetList[j].MaxHp, ff.AllPet[i].Info.Hp)
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ff.Player.GetInfo().PetList[j].SkillList = ff.AllPet[i].Info.SkillList
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}
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}
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})
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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addpet := f.Opp[0].Player.GetInfo().PetList[0]
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if f.Reason == model.BattleOverReason.Cacthok {
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f.WinnerId = f.ownerID
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addpet.EffectInfo = nil //清空特性信息
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f.Our[0].Player.(*player.Player).Service.Pet.PetAdd(&addpet, 0)
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oppPet := f.Opp[0].CurrentPet()
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petID := uint32(0)
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if oppPet != nil {
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petID = uint32(oppPet.ID)
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}
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f.Our[0].Player.SendPackCmd(2409, &info.CatchMonsterOutboundInfo{
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CatchTime: uint32(addpet.CatchTime),
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PetId: petID,
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})
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defer f.Our[0].Player.(*player.Player).Service.Done.UpdatePet(addpet, 0, 1)
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//f.Reason = 0 //清空
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}
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if f.Reason == 0 {
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defer f.Our[0].Player.(*player.Player).Service.Done.UpdatePet(addpet, 1, 0)
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}
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// f.Our[0].Player.(*player.Player).MapNPC.Reset(7 * time.Second)
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copier.Copy(&f.FightOverInfo, f.Our[0].Player.(*player.Player).Info)
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atomic.StoreUint32(&f.Our[0].Player.(*player.Player).Canmon, 2)
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f.Our[0].Player.(*player.Player).MapNPC.Reset(10 * time.Second)
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// f.Our[0].Player.(*player.Player).Info.FightTime = f.Our[0].Player.(*player.Player).Info.FightTime + time.Now().Unix() - f.StartTime.Unix()
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}
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//大乱斗,给个延迟
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//<-time.After(1000)
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f.Broadcast(func(ff *input.Input) {
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if f.LegacyGroupProtocol {
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f.sendLegacyGroupOver(ff.Player, &f.FightOverInfo)
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} else {
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ff.Player.SendPackCmd(2506, &f.FightOverInfo)
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}
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ff.Player.QuitFight()
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//待退出玩家战斗状态
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})
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//f.Reason = info.BattleOverReason.PlayerCaptureSuccess
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//f.WinnerId = 0 //捕捉成功不算胜利
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if f.callback != nil {
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f.callback(f.FightOverInfo) //先执行回调,再执行返回信息,在回调内修改战斗判断
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}
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close(f.over)
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}
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// 收集玩家动作(含超时判定)
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func (f *FightC) collectPlayerActions(expectedSlots map[actionSlotKey]struct{}) []action.BattleActionI {
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actions := make(map[actionSlotKey]action.BattleActionI, len(expectedSlots))
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f.openActionWindow()
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defer f.closeActionWindow()
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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f.triggerNPCActions()
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}
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waitr := time.Duration(f.waittime)*time.Millisecond*10 + 30*time.Second
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timeout := time.NewTimer(waitr)
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defer timeout.Stop()
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for len(actions) < len(expectedSlots) {
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select {
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case <-f.quit:
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f.closefight = true
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return flattenActionMap(actions)
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case <-f.actionNotify:
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paction := f.nextAction()
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if paction == nil {
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continue
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}
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key := actionSlotKeyFromAction(paction)
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if _, ok := expectedSlots[key]; !ok {
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continue
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}
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selfinput := f.GetInputByAction(paction, false)
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if selfinput == nil {
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continue
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}
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if ret, ok := paction.(*action.ActiveSwitchAction); ok {
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//正常结束可以切换,以及死切后还能再切一次
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if selfinput.CanChange == 0 {
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currentPet := selfinput.PrimaryCurPet()
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if currentPet != nil && currentPet.Info.Hp > 0 { //非死亡切换
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selfinput.CanChange = 1
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f.Broadcast(func(ff *input.Input) {
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ff.Exec(func(t input.Effect) bool {
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t.SwitchOut(selfinput)
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return true
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})
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})
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} else {
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selfinput.CanChange = 2
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}
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// oldpet := selfinput.CurPet[0]
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// InitAttackValue := *selfinput.AttackValue
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nextPet, reason := selfinput.GetPet(ret.Cid)
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if nextPet == nil {
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continue
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}
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selfinput.SetCurPetAt(0, nextPet)
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ret.Reason = reason
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ret.Reason.ActorIndex = uint32(ret.ActorIndex)
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selfinput.Player.SendPackCmd(2407, &ret.Reason)
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f.Switch[key] = ret
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selfinput.InitAttackValue() //切换精灵消除能力提升
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//这时候精灵已经切换过了,可以直接给新精灵加效果
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f.Broadcast(func(ff *input.Input) {
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ff.Exec(func(t input.Effect) bool {
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t.SwitchIn(selfinput)
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return true
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})
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})
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if selfinput.CanChange == 2 {
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selfinput.CanChange = 0
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC && paction.GetPlayerID() == 0 {
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f.Switch = make(map[actionSlotKey]*action.ActiveSwitchAction)
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f.Our[0].Player.SendPackCmd(2407, &ret.Reason)
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//println("AI出手死切")
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f.triggerNPCActions() // boss出手后获取出招
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}
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continue
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}
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} else {
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continue
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}
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} else {
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// println("玩家执行释放技能动作:", pid, paction.(*action.SelectSkillAction).Info.ID)
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currentPet := selfinput.PrimaryCurPet()
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if currentPet == nil || currentPet.Info.Hp <= 0 { //0血执行非切换动作
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//todo 记录异常操作
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cool.Logger.Print(context.TODO(), "玩家执行了异常操作,当前精灵血量为0,不能执行非切换动作", paction.GetPlayerID())
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continue
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}
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if selfinput.CanChange == 1 { //非被动死亡情况下,不能执行额外动作,0允许切,2是死亡,可以额外动作
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cool.Logger.Print(context.TODO(), "玩家执行了异常操作,切换后二次释放技能,不能执行非切换动作", paction.GetPlayerID())
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continue
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}
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}
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actions[key] = paction
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//fmt.Println("玩家执行动作:", pid, paction.Priority())
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case <-timeout.C:
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r := f.handleTimeout(expectedSlots, actions)
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if r {
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return flattenActionMap(actions)
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}
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timeout.Reset(waitr)
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}
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}
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return flattenActionMap(actions)
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}
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// 超时处理逻辑
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func (f *FightC) handleTimeout(expectedSlots map[actionSlotKey]struct{}, actions map[actionSlotKey]action.BattleActionI) bool {
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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for key := range expectedSlots {
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if _, exists := actions[key]; exists || !f.isOurPlayerID(key.PlayerID) {
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continue
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}
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player := f.getPlayerByID(key.PlayerID)
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if player != nil {
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targetIndex := 0
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if self := f.getInputByUserID(key.PlayerID, key.ActorIndex, false); self != nil {
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targetIndex = self.RandomOpponentSlotIndex()
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}
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f.UseSkillAt(player, 0, key.ActorIndex, targetIndex)
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}
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}
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return false
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} else {
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missingOur := false
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missingOpp := false
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for key := range expectedSlots {
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if _, exists := actions[key]; exists {
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continue
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}
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if f.isOurPlayerID(key.PlayerID) {
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missingOur = true
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continue
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}
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missingOpp = true
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}
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switch {
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case missingOur && !missingOpp:
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if player := f.primaryOppPlayer(); player != nil {
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f.WinnerId = player.GetInfo().UserID
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}
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case missingOpp && !missingOur:
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if player := f.primaryOurPlayer(); player != nil {
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f.WinnerId = player.GetInfo().UserID
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}
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default:
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for _, act := range actions {
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f.WinnerId = act.GetPlayerID()
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break
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}
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if f.WinnerId == 0 {
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f.WinnerId = f.ownerID
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}
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}
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f.Reason = model.BattleOverReason.PlayerOVerTime
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f.closefight = true
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return true
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}
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}
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func (f *FightC) triggerNPCActions() {
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for slot, opponent := range f.Opp {
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if opponent == nil {
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continue
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}
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go func(slot int, opponent *input.Input) {
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defer func() {
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if err := recover(); err != nil {
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cool.Logger.Error(context.Background(), "fight npc action panic", f.ownerID, slot, err, string(debug.Stack()))
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}
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}()
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opponent.GetAction()
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}(slot, opponent)
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}
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}
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func flattenActionMap(actions map[actionSlotKey]action.BattleActionI) []action.BattleActionI {
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flattened := make([]action.BattleActionI, 0, len(actions))
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for _, act := range actions {
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if act != nil {
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flattened = append(flattened, act)
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}
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}
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return flattened
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}
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func (f *FightC) actionSpeed(act action.BattleActionI) alpacadecimal.Decimal {
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if act == nil {
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return alpacadecimal.Zero
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}
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attacker := f.GetInputByAction(act, false)
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if attacker == nil {
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return alpacadecimal.Zero
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}
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return attacker.GetProp(4)
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}
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func (f *FightC) sortActions(actions []action.BattleActionI) {
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sort.SliceStable(actions, func(i, j int) bool {
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a, b := actions[i], actions[j]
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if a == nil || b == nil {
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return a != nil
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}
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if a.Priority() != b.Priority() {
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return a.Priority() > b.Priority()
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}
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if speedA, speedB := f.actionSpeed(a), f.actionSpeed(b); speedA.Cmp(speedB) != 0 {
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return speedA.Cmp(speedB) > 0
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}
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if a.GetActorIndex() != b.GetActorIndex() {
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return a.GetActorIndex() < b.GetActorIndex()
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}
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if a.GetTargetIndex() != b.GetTargetIndex() {
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return a.GetTargetIndex() < b.GetTargetIndex()
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}
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return a.GetPlayerID() < b.GetPlayerID()
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})
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}
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func sortActionsByActor(actions []action.BattleActionI) {
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sort.SliceStable(actions, func(i, j int) bool {
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a, b := actions[i], actions[j]
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if a == nil || b == nil {
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return a != nil
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}
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if a.GetActorIndex() != b.GetActorIndex() {
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return a.GetActorIndex() < b.GetActorIndex()
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}
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if a.GetTargetIndex() != b.GetTargetIndex() {
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return a.GetTargetIndex() < b.GetTargetIndex()
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}
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return a.GetPlayerID() < b.GetPlayerID()
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})
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}
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func (f *FightC) splitRoundActions(actions []action.BattleActionI) ([]action.BattleActionI, []action.BattleActionI) {
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our := make([]action.BattleActionI, 0, len(actions))
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opp := make([]action.BattleActionI, 0, len(actions))
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for _, act := range actions {
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if act == nil {
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continue
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}
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if f.isOurPlayerID(act.GetPlayerID()) {
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our = append(our, act)
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} else {
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opp = append(opp, act)
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}
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}
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sortActionsByActor(our)
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sortActionsByActor(opp)
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return our, opp
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}
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// 根据动作类型执行一回合结算
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func (f *FightC) resolveRound(actions []action.BattleActionI) {
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if len(actions) == 0 {
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cool.Logger.Debug(context.Background(), "当前回合没有可执行动作,自动跳过结算")
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return
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}
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ourActions, oppActions := f.splitRoundActions(actions)
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roundLen := len(ourActions)
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if len(oppActions) > roundLen {
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roundLen = len(oppActions)
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}
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for i := 0; i < roundLen; i++ {
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if f.closefight {
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return
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}
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var ourAct action.BattleActionI
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var oppAct action.BattleActionI
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if i < len(ourActions) {
|
||
ourAct = ourActions[i]
|
||
}
|
||
if i < len(oppActions) {
|
||
oppAct = oppActions[i]
|
||
}
|
||
f.resolveActionPair(ourAct, oppAct)
|
||
}
|
||
}
|
||
|
||
func (f *FightC) resolveActionPair(p1Action, p2Action action.BattleActionI) {
|
||
if p1Action == nil && p2Action == nil {
|
||
return
|
||
}
|
||
|
||
// 动作优先级排序
|
||
b1, b2 := f.Compare(p1Action, p2Action)
|
||
|
||
switch actionType := b1.(type) {
|
||
case *action.ActiveSwitchAction:
|
||
f.handleActiveSwitchAction(actionType, b2)
|
||
|
||
case *action.UseItemAction:
|
||
f.handleUseItemAction(actionType, b2)
|
||
|
||
default:
|
||
f.handleSkillActions(b1, b2)
|
||
}
|
||
}
|
||
|
||
// handleActiveSwitchAction 处理主动切换精灵动作
|
||
func (f *FightC) handleActiveSwitchAction(_ *action.ActiveSwitchAction, otherAction action.BattleActionI) {
|
||
|
||
if skillAction, ok := otherAction.(*action.SelectSkillAction); ok {
|
||
if skillAction.SkillEntity != nil && skillAction.XML.CD != nil {
|
||
f.waittime = *skillAction.XML.CD
|
||
}
|
||
f.enterturn(skillAction, nil)
|
||
} else {
|
||
f.enterturn(nil, nil)
|
||
}
|
||
}
|
||
|
||
// handleUseItemAction 处理使用道具动作
|
||
func (f *FightC) handleUseItemAction(itemAction *action.UseItemAction, otherAction action.BattleActionI) {
|
||
f.setActionAttackValue(itemAction)
|
||
f.handleItemAction(itemAction)
|
||
|
||
input := f.GetInputByAction(itemAction, false)
|
||
if input == nil {
|
||
return
|
||
}
|
||
if currentPet := input.PrimaryCurPet(); currentPet != nil && currentPet.Info.Hp <= 0 {
|
||
currentPet.Info.Hp = 1
|
||
}
|
||
|
||
if skillAction, ok := otherAction.(*action.SelectSkillAction); ok {
|
||
if skillAction.SkillEntity != nil && skillAction.XML.CD != nil {
|
||
f.waittime = *skillAction.XML.CD
|
||
}
|
||
f.enterturn(skillAction, nil)
|
||
} else {
|
||
if otherItemAction, ok := otherAction.(*action.UseItemAction); ok {
|
||
f.handleItemAction(otherItemAction)
|
||
}
|
||
f.enterturn(nil, nil)
|
||
}
|
||
}
|
||
|
||
// 使用道具的逻辑封装
|
||
func (f *FightC) handleItemAction(a *action.UseItemAction) {
|
||
source := f.GetInputByAction(a, false)
|
||
target := f.GetInputByAction(a, true)
|
||
if source == nil {
|
||
return
|
||
}
|
||
|
||
item, ok := xmlres.ItemsMAP[int(a.ItemID)]
|
||
if !ok {
|
||
return
|
||
}
|
||
r := source.Player.(*player.Player).Service.Item.CheakItem(uint32(a.ItemID))
|
||
if r <= 0 {
|
||
return
|
||
}
|
||
source.Player.(*player.Player).Service.Item.UPDATE(a.ItemID, -1)
|
||
|
||
switch {
|
||
case gconv.Int(item.Bonus) != 0:
|
||
if target != nil && target.CanCapture > 0 && target.PrimaryCurPet() != nil { //可以捕捉
|
||
target.PrimaryCurPet().CatchRate = target.CanCapture
|
||
ok, _ := source.Capture(target.PrimaryCurPet(), a.ItemID, -1)
|
||
our := source.Player.(*player.Player)
|
||
if ok {
|
||
r := input.GetFunc(int64(item.ID))
|
||
if r != nil {
|
||
r.Exec(f, &target.Player.GetInfo().PetList[0])
|
||
}
|
||
f.Reason = model.BattleOverReason.Cacthok
|
||
f.closefight = true
|
||
} else {
|
||
our.SendPack(common.NewTomeeHeader(2409, f.ownerID).Pack(&info.CatchMonsterOutboundInfo{}))
|
||
|
||
}
|
||
}
|
||
case gconv.Int(item.HP) != 0:
|
||
addhp := item.HP
|
||
source.Heal(source, a, alpacadecimal.NewFromInt(int64(addhp)))
|
||
f.Broadcast(func(ff *input.Input) {
|
||
currentPet := source.PrimaryCurPet()
|
||
if currentPet == nil {
|
||
return
|
||
}
|
||
ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
|
||
UserID: source.UserID,
|
||
ChangeHp: int32(addhp),
|
||
ItemID: uint32(item.ID),
|
||
UserHp: uint32(currentPet.Info.Hp),
|
||
})
|
||
|
||
})
|
||
case gconv.Int(item.PP) != 0:
|
||
source.HealPP(item.PP)
|
||
f.Broadcast(func(ff *input.Input) {
|
||
currentPet := source.PrimaryCurPet()
|
||
if currentPet == nil {
|
||
return
|
||
}
|
||
ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
|
||
UserID: source.UserID,
|
||
|
||
ItemID: uint32(item.ID),
|
||
UserHp: uint32(currentPet.Info.Hp),
|
||
})
|
||
|
||
})
|
||
|
||
default:
|
||
|
||
fmt.Println(a.ItemID, "ItemID 不在指定范围内")
|
||
}
|
||
|
||
}
|
||
|
||
// 双方都是技能时的结算逻辑
|
||
func (f *FightC) handleSkillActions(a1, a2 action.BattleActionI) {
|
||
s1, _ := a1.(*action.SelectSkillAction)
|
||
s2, _ := a2.(*action.SelectSkillAction)
|
||
|
||
switch {
|
||
case s1 == nil || s1.SkillEntity == nil:
|
||
if s2 != nil && s2.SkillEntity != nil {
|
||
if s2.XML.CD != nil {
|
||
f.waittime = *s2.XML.CD
|
||
}
|
||
}
|
||
|
||
f.enterturn(s2, nil)
|
||
// fmt.Println("1 空过 2玩家执行技能:", s2.PlayerID, s2.Info.ID)
|
||
case s2 == nil || s2.SkillEntity == nil:
|
||
if s1 != nil && s1.SkillEntity != nil {
|
||
if s1.XML.CD != nil {
|
||
f.waittime = *s1.XML.CD
|
||
}
|
||
}
|
||
f.enterturn(s1, nil)
|
||
//fmt.Println("2 空过 玩家执行技能:", s1.PlayerID, s1.Info.ID)
|
||
default:
|
||
if s1.XML.CD != nil {
|
||
f.waittime = *s1.XML.CD
|
||
}
|
||
if s2.XML.CD != nil {
|
||
f.waittime += *s2.XML.CD
|
||
}
|
||
|
||
f.enterturn(s1, s2)
|
||
|
||
}
|
||
}
|
||
|
||
// 根据玩家ID返回对应对象
|
||
func (f *FightC) getPlayerByID(id uint32) common.PlayerI {
|
||
for _, player := range f.OurPlayers {
|
||
if player != nil && player.GetInfo().UserID == id {
|
||
return player
|
||
}
|
||
}
|
||
for _, player := range f.OppPlayers {
|
||
if player != nil && player.GetInfo().UserID == id {
|
||
return player
|
||
}
|
||
}
|
||
return nil
|
||
}
|